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Key Software & Workflow

  • Primary Software: Autodesk Maya.

  • Main Role: Rigging various assets, including characters, props, and environments.

  • Rigging Techniques:

    • Skinning: For main and sub-controls.

    • Constraints: For managing hierarchies.

    • Blendshapes: For skin-weight fixes and layering deformers.

    • Driven Keys: To control blendshape targets based on specific parameters.

  • Facial Rigging: Driven by blendshapes (except jaw and eyelashes, which use skinning).

    • Ensure consistent topology for easy transfer between characters.

 
Scripting and Automation:
  • Python scripting to improve efficiency in the rigging workflow (e.g., automate repetitive tasks, and optimize asset handling).

 

Additional Roles and Contributions

  • Quality Control:

    • Ensuring assets are production-ready for animation and lighting stages.

  • Tech Fixes:

    • Solving issues that arise during production (e.g., automated wheel rig creating multiple undo queues per frame—fixed by modifying the expression to omit unnecessary undo calls).

  • Asset Preparation:

    • Retopologizing models for better rigging compatibility.

    • Creating stand-in assets/cache for foliage or large scenes to reduce graphical demand without impacting final render quality.

  • Cost-Effective Solutions:

    • Prioritizing rigging solutions over FX to reduce production costs.

  • Collaboration:

    • Working closely with animation and texturing teams to resolve issues in the later stages of production.

01

Blendshape-Driven Facial Rigging

  • Example: Top eyelid closing is driven by a single blendshape target.

  • Advantages:

    • Simpler to edit and transfer to other characters compared to skinning-based methods.

    • Easier to setup the rigging system

  • Limitations:

    • Less flexibility and more rigid movement compared to skinning.

    • More constrained in terms of the facial movements

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02

2. Stand-In Foliage for Layout Stage

  • A low-poly version of foliage is created and nested with a stand-in file (ASS).

  • The high-poly version is replaced with a stand-in file to optimize scene performance.

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03

Flexible Body Rigging

  • Designed for use in multiple scenes, requiring flexibility in deformations.

  • Focus on limbs: Ensuring proper deformation in extreme positions (e.g., bending more than 90 degrees).

  • Achieved through blendshape fixes and sub-controls (e.g., on sleeves) for added flexibility.

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04

Hair Rigging with Dynamics

  • Characters with long or medium-length hair are rigged with dynamic simulations.

  • Hair movement is driven by the character’s motion, providing a more natural look.

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05

Asset Swap between Low-Poly and High-Poly Models

  • Low-poly stand-ins used for stationary assets (e.g., background props, buildings).

  • Low-poly models can’t be animated unless baked.

  • For animated assets (e.g., opening a door), high-poly versions are swapped in only when needed, optimizing scene performance.

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06

Prop Rigging

  • Most objects in the scene are rigged for flexibility

  • Constraints are preferred over skinning for simple objects, especially in large scenes to reduce scene complexity and improve performance.

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07

Soft Object Rigging (FK/IK)

Soft objects (e.g., clothing, fabric) use a combination of FK and IK to simulate realistic movement and deformation.

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08

Asset Variations

  • Rigging settings allow easy switching between day and night versions of assets.

  • Proper labelling is essential to avoid confusion when textures are not visible in the viewport.

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